With a separate summoning skill, that adapts to the elements you use, you can choose how to incorporate it.ĭo you want to be a wizard with a minor summoning focus (distractions, extra damage and surface spread), or do you want to be a summoner (they do bulk of damage and strategy) with your spells assisting them. The summons are immune to the surface they are on (makes it great for that element, you can throw down without destorying own summons), totems spread that elements surface + effects (burning, slow, etc), and incarnates get a spell (like fireball) and do damage with their attacks (fire magic damage). While I think there are unknowns/not implemented things still (like do levels in pyro increase my summons fire damage?), summoning makes sense to be separate (from elemental magic). How summoning works now is that the Summoning skill directly synergizes with environmental magic, making it quite versatile on how you want to use summoning. Giving the other Trees Summons allows a really nice direct synergy with summoner. Pretty sure the summoning tree is going to get some more summon types besides the incarnate and totems. As Pimpel said, summon overload was kind of a problem in the first game. There's definitely going to be necromancy summons, but I don't know if the other skill trees really need their own summons.